Hi Bawenang,

I'm not 100% sure what you're trying to do, but I would say that the error
is due to the floating point comparison, try testing for a small range
rather than an explicit value.

On a side note osgOcean uses a custom cull traversal (
http://code.google.com/p/osgocean/source/browse/trunk/src/osgOcean/OceanScene.cpp#767)
so I'm not sure how that would react to having prerender cameras added as
children of ocean scene - It might work, but I haven't tested it.

Regards,

Kim.


On 3 August 2011 08:50, Bawenang Rukmoko <ben...@cs.its.ac.id> wrote:

> Hi,
>
> I'm trying to get this shader to work:
>
>
> Code:
>
> #vertex
> void main( void )
> {
>   gl_TexCoord[0] = gl_MultiTexCoord0;
>   gl_Position = ftransform();
> }
>
> #fragment
> #extension GL_ARB_texture_rectangle : enable
>
> uniform sampler2DRect colorTexture;
> const float alphaValue = 0.05; //The alpha value that indicates the part
> that will be visible. else gl_FragColor = vec4(0.0)
>
> void main( void )
> {
>        vec4 color = texture2DRect(colorTexture, gl_TexCoord[0].st);
>
>        if(color.a == alphaValue)
>    {
>                gl_FragColor = vec4(1.0,0.0,0.0,1.0);
>    }
>        else
>                gl_FragColor = vec4(0.0);
> }
>
>
>
> This shader is just the first pass (RTT camera pass) of what I intend to
> do. I am trying to implement a certain kind of shader into the scene. I am
> trying to isolate the part that the shader will work on by getting the alpha
> channel. If alpha channel = 0.05 then it will be rendered to a texture, if
> not then it will just be black. I've got lots of .ive models with the
> textures of 1.0 alpha and 0.05 alpha. However what I'm getting is just a
> blank black screen. I was thinking that maybe one of osgOcean's shader
> screwed up the alpha values or so. Can anybody help me with this please?
> Thanks a lot in advance.
>
> Thank you!
>
> Cheers,
> Bawenang
>
> ------------------------
> &quot;There's no place like 127.0.0.1&quot;
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=41811#41811
>
>
>
>
>
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>
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